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Messages - Styg

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496
General / Re: Expedition beta testing
« on: July 01, 2019, 10:55:49 am »
Sent a bunch of invites, so check your inboxes you people who received purple squares. Rest of you Zoners, don't despair, we might send another round. But if nothing else, the game is out in 3 weeks. :)

497
General / Re: Expedition alpha testing
« on: June 28, 2019, 10:32:35 pm »
Just want to remind everyone that first week of testing will be an internal one (devs only and maybe an odd Finn or two), so don't despair if you haven't been invited in the next few days. I'll let everyone know here once we're done with the invites.

This week is not planned beta test with users? Me and many others would be convenient to deal with them at the weekend.
We're going to release the new version for closed beta on Monday. That's when the new invites will start rolling out as well.

498
Development Log / Re: Dev Log #52: Jet Skis
« on: June 27, 2019, 09:47:35 pm »
Thats good to hear. I'm pretty sure most sniper and sledgehammer builds tend to focus on those weapons specifically (snipers might have a sidearm but that tends to be an emergency option) so allowing them use on the skis will probably a big relief. Are there any penalties or bonuses based on weapon types?
Well, it's rather complex. Stability influences precision of all weapons, but more so the ranged ones. Maneuverability affects precision of only melee weapons. Knives, fist weapons and unarmed attacks are further penalized. Jet ski speed grants bonus damage to melee weapons. There's also a couple of feats that can alleviate some of these penalties or grants certain bonuses. You'll find that out by yourself.

499
Bugs / Re: Report spelling/grammar errors
« on: June 25, 2019, 09:41:41 pm »
Redundant "are" in difficulty descriptions. Both Hard and Dominating are worded this way.

Edit: Reading it again, I think it's supposed to say "Items that are sold by the player are valued at 50%."
Fixed for the next update.

500
General / Re: Expedition alpha testing
« on: June 23, 2019, 12:33:06 pm »
Just want to remind everyone that first week of testing will be an internal one (devs only and maybe an odd Finn or two), so don't despair if you haven't been invited in the next few days. I'll let everyone know here once we're done with the invites.

501
Development Log / Re: Dev Log #61: Expedition Release Date
« on: June 21, 2019, 09:13:34 am »
Great news! Day 1 purchase incoming.

By the way, any game-play changes planned for the experimental?
I'm contemplating one more run before expansion hits and wandering if the experimental will actually change anything significantly for that run.
There are some, but nothing major.

502
Development Log / Dev Log #61: Expedition Release Date
« on: June 21, 2019, 07:48:36 am »
Hi guys,

We've been wrapping the DLC up and the development is finished now. We're moving into the final stages of testing. First we'll do some internal testing on the new version before releasing it to our testers (we're accepting additional testers now, so if you're interested apply here) and then finally releasing it for everybody on July 22nd 2019.



Sometime between now and the release, there will also be a new experimental version of the game (that will be pushed to the main branch before release).

Thank you all very much for being patient with us and I hope you'll find it worth the wait.

Cheers.

503
Suggestions / Re: Simple Gun Nut Change
« on: June 17, 2019, 09:26:32 am »
such as usefulness of all the different frames.

Which ones do you think need worked on?
All of them. We have a lot more tools when it comes to itemization now than we had before, but I'm not going to spoil anything in advance, I'll get into details when/if they are already implemented.

504
Suggestions / Re: Simple Gun Nut Change
« on: June 15, 2019, 09:03:45 pm »
It's not a bad idea and it probably wouldn't take too much work to implement, but if I do get around to working on firearms again, there are more pressing issues to be handled first - such as usefulness of all the different frames.

505
Okay, I made some tweaks here. Once the new version hits the experimental, let me know how it's working out for you if you're still playing this build (perhaps in the Expedition).

506
The tentacles were immune to it (the shards just passed through them) and I've fixed this for the next update. Some other enemies (such as turrets) might have been affected by this as well.

The deep worms do not have the same problem, but there is a general problem with targeting when it comes to the cryokinetic orb. Namely, the shards do not impact the creatures that are on the tile of impact. This was originally intended, but since the creatures can occupy more than one tile (usually up to 4), the targeting becomes a bit finicky and when you land the orb on a tile that the creature is just ever so slightly touching (might not even be visually standing on), all shards completely miss it. I'll need to change the way the shards collide to make sure this doesn't happen.

508
General / Re: Expedition alpha testing
« on: June 02, 2019, 09:25:30 am »
We're going to be starting the final round of testing in about 2 weeks, so expect new invites to go out then and if there are other veterans out there who would be interested, encourage them to sign up here. It is preferable for the people that apply that they have at least some history of forum activity here, on Steam, or on RPG Codex, but it's not required.

509
I'd just go one step further and say there are no bugs, only alternative lifestyle features.

510
Let's wait for now and see if this still happens when the new version is out. I might have inadvertently fixed it through some other change/fix.

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